116 lines
3.8 KiB
C
116 lines
3.8 KiB
C
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/***************************************************************************/
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/*
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* pieMatrix.h
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*
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* matrix functions for pumpkin image library.
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*
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*/
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/***************************************************************************/
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#ifndef _pieMatrix_h
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#define _pieMatrix_h
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#include "piedef.h"
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/***************************************************************************/
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/*
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* Global Definitions
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*/
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/***************************************************************************/
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typedef struct {SDWORD a, b, c, d, e, f, g, h, i, j, k, l;} SDMATRIX;
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/***************************************************************************/
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/*
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* Global Variables
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*/
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/***************************************************************************/
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extern SDMATRIX *psMatrix;
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extern SDWORD aSinTable[];
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//*************************************************************************
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#define SIN(X) aSinTable[(uint16)(X) >> 4]
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#define COS(X) aSinTable[((uint16)(X) >> 4) + 1024]
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#define pie_INVTRANSX(X) psMatrix->j = (X)<<FP12_SHIFT
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#define pie_INVTRANSY(Y) psMatrix->k = (Y)<<FP12_SHIFT
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#define pie_INVTRANSZ(Z) psMatrix->l = (Z)<<FP12_SHIFT
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#define pie_MATTRANS(X,Y,Z) { psMatrix->j = (X)<<FP12_SHIFT; \
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psMatrix->k = (Y)<<FP12_SHIFT; \
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psMatrix->l = (Z)<<FP12_SHIFT; }
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//*************************************************************************
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#define pie_SETUP_ROTATE_PROJECT
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#define pie_ROTATE_PROJECT(x, y, z, sx, sy) pie_RotateProject(x, y, z, &(sx), &(sy))
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//*************************************************************************
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#define pie_ROTATE_TRANSLATE(x,y,z,xs,ys,zs) \
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{ \
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xs = (x) * psMatrix->a + (y) * psMatrix->d + (z) * psMatrix->g + \
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psMatrix->j; \
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ys = (x) * psMatrix->b + (y) * psMatrix->e + (z) * psMatrix->h + \
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psMatrix->k; \
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zs = (x) * psMatrix->c + (y) * psMatrix->f + (z) * psMatrix->i + \
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psMatrix->l; \
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xs >>=FP12_SHIFT; \
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ys >>=FP12_SHIFT; \
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zs >>=FP12_SHIFT; \
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}
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//*************************************************************************
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#define pie_TRANSLATE(x, y, z) \
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{ \
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psMatrix->j += ((x) * psMatrix->a + (y) * psMatrix->d + \
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(z) * psMatrix->g); \
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psMatrix->k += ((x) * psMatrix->b + (y) * psMatrix->e + \
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(z) * psMatrix->h); \
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psMatrix->l += ((x) * psMatrix->c + (y) * psMatrix->f + \
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(z) * psMatrix->i); \
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}
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//*************************************************************************
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#define pie_CLOCKWISE(x0,y0,x1,y1,x2,y2) ((((y1)-(y0)) * ((x2)-(x1))) <= \
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(((x1)-(x0)) * ((y2)-(y1))))
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//*************************************************************************
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extern void pie_MatInit(void);
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//*************************************************************************
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extern void pie_MatBegin(void);
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extern void pie_MatEnd(void);
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extern void pie_MatRotX(int x);
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extern void pie_MatRotY(int y);
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extern void pie_MatRotZ(int z);
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extern int32 pie_RotProj(iVector *v3d, iPoint *v2d);
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extern int32 pie_RotateProject(SDWORD x, SDWORD y, SDWORD z, SDWORD* xs, SDWORD* ys);
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//*************************************************************************
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extern void pie_VectorNormalise(iVector *v);
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extern void pie_VectorInverseRotate0(iVector *v1, iVector *v2);
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extern void pie_SurfaceNormal(iVector *p1, iVector *p2, iVector *p3, iVector *v);
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extern BOOL pie_Clockwise(iVertex *s);
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extern void pie_SetGeometricOffset(int x, int y);
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// PIEVERTEX structure contains much infomation that is not required on the playstation ... and hence is not currently used
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extern BOOL pie_PieClockwise(PIEVERTEX *s);
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extern void pie_MatScale( UDWORD percent );
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extern void pie_PerspectiveBegin(void);
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extern void pie_PerspectiveEnd(void);
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void pie_Begin3DScene(void);
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void pie_BeginInterface(void);
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#endif
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